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Bodies in Code explores how our bodies experience and adapt to digital environments. Cyberculture theorists have tended to overlook biological reality when talking about virtual reality, and Mark B. N. Hansen's book shows what they've been missing. Cyberspace is anchored in the body, he argues, and it's the body--not high-tech computer graphics--that allows a person to feel like they are really "moving" through virtual reality. Of course these virtual experiences are also profoundly affecting our very understanding of what it means to live as embodied beings. Hansen draws upon recent work in visual culture, cognitive science, and new media studies, as well as examples of computer graphics, websites, and new media art, to show how our bodies are in some ways already becoming virtual.
Bodies in Code explores how our bodies experience and adapt to digital environments. Cyberculture theorists have tended to overlook biological reality when talking about virtual reality, and Mark B. N. Hansen's book shows what they've been missing. Cyberspace is anchored in the body, he argues, and it's the body--not high-tech computer graphics--that allows a person to feel like they are really "moving" through virtual reality. Of course these virtual experiences are also profoundly affecting our very understanding of what it means to live as embodied beings. Hansen draws upon recent work in visual culture, cognitive science, and new media studies, as well as examples of computer graphics, websites, and new media art, to show how our bodies are in some ways already becoming virtual.
New technologies suggest new ideas about embodiment - our 'reach' extends to global sites through the Internet; we enter cyberspace through the engines of virtual reality. In this book, a leading philosopher of technology explores the meaning of bodies in technology—how the sense of our bodies and of our orientation in the world is affected by the various information technologies. 'Bodies in Technology' begins with an analysis of embodiment in cyberspace, then moves on to consider ways in which social theorists have interpreted or overlooked these conditions. An astute and sensible judge of these theories, Don Ihde is a uniquely provocative and helpful guide through contemporary thinking about technology and embodiment, drawing on sources and examples as various as video games, popular films, the workings of e-mail, and virtual reality techniques. Charting the historical, philosophical, and practical territory between virtual reality and real life, this work is an important contribution to the national conversation on the impact technology-and information technology in particular-has on our lives in a wired, global age.
Increasingly the body is a possession that does not belong to us. It is bought and sold, bartered and stolen, marketed wholesale or in parts. The professions - especially reproductive medicine, transplant surgery, and bioethics but also journalism and other cultural specialists - have been pliant partners in this accelerating commodification of live and dead human organisms. Under the guise of healing or research, they have contributed to a new ′ethic of parts′ for which the divisible body is severed from the self, torn from the social fabric, and thrust into commercial transactions -- as organs, secretions, reproductive capacities, and tissues -- responding to the dictates of an incipiently global marketplace. Breaking with established approaches which prioritize the body as ′text′, the chapters in this book examine not only images of the body-turned-merchandise but actually existing organisms considered at once as material entities, semi-magical tokens, symbolic vectors and founts of lived experience. The topics covered range from the cultural disposal and media treatment of corpses, the biopolitics of cells, sperm banks and eugenics, to the international trafficking of kidneys, the development of ′transplant tourism′, to the idioms of corporeal exploitation among prizefighters as a limiting case of fleshly commodity. This insightful and arresting volume combines perspectives from anthropology, law, medicine, and sociology to offer compelling analyses of the concrete ways in which the body is made into a commodity and how its marketization in turn remakes social relations and cultural meanings.
Der Sammelband ist aus einem Panel beim Deutschen Orientalistentag in Marburg 2010 hervorgegangen und beleuchtet aus unterschiedlichen Perspektiven Körpererfahrungen, -kulturen, -diskurse und -techniken in islamisch geprägten Kulturen der Vergangenheit und Gegenwart. Leitgedanke ist dabei die Frage danach, wie Individuen ihr Wissen über Körper/Sexualität im sozialen Feld konstruieren und welche Deutungssysteme (z. B. Islam, graeco-islamische Medizin) dabei wirksam werden. The present volume, product of a conference panel at the German Orientalists' Conference in Marburg 2010, aims at throwing light on the experiences, discourses and body techniques prevailing in Muslim bodily culture. It combines historical with contemporary case studies and explores the individual and collective patterns of knowledge construction related to body and sexuality, in a social field where different and sometimes conflicting knowledge systems (e.g. Islam, Graeco-Islamic Medicine) can be found at work.
Playable Bodies investigates what happens when machines teach humans to dance. Dance video games work as engines of humor, shame, trust, and intimacy, urging players to dance like nobody's watching--while being tracked by motion-sensing interfaces in their living rooms. The chart-topping dance game franchises Just Dance and Dance Central transform players' experiences of popular music, invite experimentation with gendered and racialized movement styles, and present new possibilities for teaching, learning, and archiving choreography. Author Kiri Miller shows how these games teach players to regard their own bodies as both interfaces and avatars, and how a convergence of choreography and programming code is driving a new wave of full-body virtual-reality media experiences. Drawing on five years of ethnographic research with players, game designers, and choreographers, Playable Bodies situates dance games in a media ecology that includes the larger game industry, viral music videos, reality TV competitions, marketing campaigns, consumer reviews, social media discourse, and emerging surveillance technologies. Miller tracks the circulation of dance gameplay and related "body projects" across media platforms to reveal how dance games function as "intimate media," configuring new relationships among humans, interfaces, music and dance repertoires, and social media practices.
In Island Bodies, Rosamond King examines sexualities, violence, and repression in the Caribbean experience. She analyzes the sexual norms and expectations portrayed in Caribbean and diaspora literature, music, film, and popular culture to show how many individuals contest traditional roles by maneuvering within and/or trying to change their society’s binary gender systems. She skillfully argues and demonstrates that these transgressions better represent Caribbean culture than the “official” representations perpetuated by governmental elites and often codified into laws that reinforce patriarchal, heterosexual stereotypes. Unique in its breadth and its multilingual and multidisciplinary approach, Island Bodies addresses homosexuality, interracial relations, transgender people, and women’s sexual agency in Dutch, Francophone, Anglophone, and Hispanophone works of Caribbean literature. Additionally, King explores the paradoxical nature of sexuality across the region: discussing sexuality in public is often considered taboo, yet the tourism economy trades on portraying Caribbean residents as hypersexualized. Ultimately King reveals that despite the varied national specificity, differing colonial legacies, and linguistic diversity across the islands, there are striking similarities in the ways Caribglobal cultures attempt to restrict sexuality and in the ways individuals explore and transgress those boundaries.
The revised and updated seventh edition of this best-selling reference manual on vehicle body repair brings the book up to date for the current body repair trade. It serves as a comprehensive guide covering the vocationally related qualification (VRQ) required by the modern student and apprentice, as well as providing the CPD essential for all working professionals. The entire book is overhauled to reflect current industry trends with regards to materials, processes and procedures. New additions include: An entirely new section on the work of the MET technician (mechanical, electrical and trim) New developments in body repair methodology such as repair pods and the greater use of alignment equipment Greater emphasis on the environment with new sections on hybrid vehicles and the hazards of starting current vehicles with high levels of technology Details on both the historic and the current joining methods for the vintage and modern markets Full coverage on the legalities surrounding insurance work for bodyshop staff Updated tables and illustrations This book not only provides the knowledge and skills for body repair, it helps to develop a real understanding of the how and why behind this information. It will be essential for anyone studying Levels 1-3 Vehicle Body Repair, Vehicle Refinishing and MET courses, including the new apprenticeships and technical certificates from the IMI, Pearson-BTEC and C&G. HNC and degree Automotive Engineering students will find the text valuable to develop skills and knowledge for practical project work. Industry professionals, vehicle restorers and car DIY enthusiasts will continue to find it an essential and comprehensive source of information.